The prison chapters don't quite manage the heights of the Coast chapters, but they aren't far off either.
A func_clip_vphysics covering one of the enterable Combine soldier bunkers.
filter_activator_name referencing an unused targetname, "tower_guard".
A fence prop, with some attached clip brushes. It clearly isn't for the current revision of the map, as it overlaps with a wall.
_props in alley
Three props behind a fenced-off alleyway.
Modifications have been made to better demonstrate what this was. An entrance to a brush-based pipe unrelated to the one the player uses to enter the map.
Three additional sets of brush-based pipes that were removed, with noticeable leftovers in the surrounding brushwork.
_second depot model
A second, differently-placed depot model.
_retarded brush spotlights
Two brush-based spotlights.
Two sets of triggers referring to "areaportal_tunnels", each telling it to either open or close.
Some removed fences. In the present layout of the map, most of them overlap with the walls and/or floor.
_perf removed soldiers
Three different combine soldiers scattered across various tower railings.
_perf removed container
Two isolated dropship containers, which overlap with some similarly-placed dumpsters.
Several scattered metal panels, placed around the concrete-floored courtyard.
A long continual line of hint brushes, ranging from the enterable combine soldier base to the lower concrete courtyard.
_perf removed windows
Three sets of removed windows, all on inaccessible towers.
_gunship vs player neutral
Two ai_relationship entities named "propanetank_penn_hates_me", which make the gunship neutral to players and antlions.
A simple light prop, and a matching
A large set of triggers, that, despite their name, have no inputs or outputs.
A removed set of windows with walls between that are textured differently than from the rest of the room. Behind the white "windows" are glass windows.
Two sets of playerclip affixed to the front and end of the tunnel that goes into the office with two dead Combine soldiers.
A "toolsblock_los" brush similarly positioned to the supply crate. Presumably, it was used for the headcrab nearby.
_bloated 3d skybox
A cut skybox, reusing the model seen previously on d2_coast_12.
func_physboxes in the same position as the wall that the antlion guardian breaks.
Another set of physboxes on the other wall the antlion guardian breaks.
scripted_sequence named "showers_script_guard_1" without a target NPC that says to enter "peek_enter". A remnant from the older versions of this map where the antlion guard could peek into holes in the wall where the player could hide. It is not within the current map's boundaries.
trigger_multiple that activates the aforementioned "showers_script_guard_1".
peek script 2
scripted_sequence to peek script's, which tells the again not-filled-out targetname to "peek_squeeze" Again, a remnant from the older versions.
A depot model placed outside the map, overlapping with part of the unused skybox. The unused models shown use either of these two world models -
A set of
func_physbox-based wood planks covering the doors in the shower antlion guard area.
ai_changehintgroup. They appear to be connected to the cut "tau cannon" sequence, presumably hiding behind the cabinets after the player breaks the glass with the tau cannon.
light_spot entities, pointing to outside the second floor control room.
Two sets of four
light_spot entities. They align fairly well with the (unlit) lights present above.
light_environment, with much darker colors than the final counterparts.
control room light
A light_spot in a similar position and angle to the
light_spots present in "6 objects".
A door prefab, with the surrounding geometry.
A dev-textured button that is placed outside the map. No entities are tied to it.
A slightly more complex button (that's actually tied to a
func_button) and missing models, referring to "models/props_borealis/light_cagelight02_off.mdl".
npc_antlion entity named "chaser_ant".
A fence that covers one side of the catwalk's railing.
A few transparent vent grates upwards from where the player is, and a nodrawed brush far further out. They overlap with the fan room in the final map.
A cut sequence. Based on speculation, the player was to rescue the Vortiguant, and have him charge the player's tau cannon in order to "break the glass". This would allow the player to access an otherwise-inaccessible guard booth, and the controls within. Entities containing lines for the vortiguant are listed below:
|text_vort_died||You needed that vort to charge the tau cannon!|
|vort_message||Freeman! The gate controls are in yonder guard booth.|
|vort_message||Stand still, and I can charge your Tau Cannon. Use the secondary fire to shoot the button through the glass!|
|vort_message2||Thank you, Freeman.|
|vort_message2||I will follow behind and stay clear of the chaos that surrounds you.|
|vort_message2||You may bring me your Tau cannon, and I will recharge it for you.|
This sequence (or something very similar to it) is mentioned in an interview:
In the original HL2 there's a dead Vortigaunt in the prison who looks like he's been tortured to death. Well, in late HL2 development, he was alive. He was just sitting in his cell: you would let him out and he'd start running around fighting antlions with you. Everyone thought it was really cool, but it was too late to bite off all that work; making him an ally, making him play the game alongside you. We bookmarked it as something we should be doing, as we will in Episode Two. We always thought the Vort would be a fruitful character to develop.
func_physboxes that serve as covers for the vents. Oddly, they are much wider than the actual vents are.
point_template named "guard_spawner". Oddly, it has no entities it is set to spawn.
Another unused skybox. Largely identical to d2_prison_02's.
Four physics crates, varying in size. Two of them appear in pre-release screenshots of the map.
A set of entities meant to allow the nearby Combine emplacement to provide suppressing fire towards the player's initial position.
_tube lights in cells
Several scattered brush-based tube lights, placed occasionally in various cells.
A Combine shield that protects the emplacement from being accessed.
An alternate version of the Combine emplacement gun. Some notable details include a additional muzzleflash entity, and the use of the OSIPR worldmodel instead of the dedicated "emplacement" model.
_train camera scene
A leftover of a cut scene. What remains largely consists of a few (unmoving) train props, some
path_track entities, a prison with two depots, and the surrounding composite prison prop.
A simple button entity. There are two notable aspects of it - first, the front of it uses the cut "PROPS/DOORBUTTON001a". Second, among its inputs are several removed entities.
A light blue
env_lightglow. It is strangely placed considering the position of the monitor.
There are a few odd leftovers from e3_bugbait, but otherwise there isn't much to note.
cloud layer skybox
sky_camera and brush textured with "NATURE/CLOUD001B". They don't align with the current position of the skybox.
Eight sets of brush-based columns. They only differ from the later columns in that regard.
Several entities, including a Combine wall prop.
Three combine soldiers each named "cafe_setup_soldier", with an associated
ambient_generic. It references the sound "e3_bugbait.combat_music1".
A sequence where an antlion breaks open the window, and falls through. "disabled_window" is associated with this visgroup.
Another depot brush, similarly placed to the others.
A very slightly different version of the pillar brushes in the laundry room.
Several entities for a cut sequence where a headcrab falls from a vent into a bin.
One displacement and an
A logic_auto that toggles six removed entities named variations of "laundry_rail_train_#".
A math_counter that mentions the a cut entity named "defense_3_spawner".
Alternate frame brushes for 3 sets of stairs in the laundry room. They use the texture "plaster/plasterwall034a", instead of "metal/metalstair003a".
A neon blue light_spot that is pointed through a window.
A removed vent structure, some miscellaneous
lights, and a combine soldier used in the on of the cafe's squads.
ambient_generic. The sound it uses references e3_c17_02.
_obsolete concrete models
Three invalid concrete models. They all refer to "models/props_debris/concrete_chunk02c.mdl".
_cafe low walls
Two "low" walls placed between the gaps of two columns.
_old fire igniter
An explosive func_breakable that triggers the nearby fire entities.
_guard attack trigger
A trigger that activates a nearby
This map uses a strange mishmash of two different "HIDDEN" parent visgroups, and still has a few that are in neither. Some leftovers imply that it used to have parts of what became d2_prison_07 as well.
A removed section of the map with two stairwells and various incomplete rooms. It conflicts heavily with the final map's layout.
A partially-complete bit of map layout encased in a box. It overlaps with one of the camera rooms.
A brush-based arch. While the lowest sections of it overlap with the ceiling, the rest ends up outside the map.
Several hintbrushes in the visible "citadel" area.
_broken window straight
A non-rotated version of the nearby broken window. Curiously, the frame uses metal/metalwall087a as opposed to metal/metalwall062a.
A developer-textured box with Alyx, a camera, and several other entities.
func_tracktrain that seems to have served as a placeholder for the later elevator. All faces are nodrawed except for the floor, which uses a dev texture.
A ladder. It doesn't seem to be placed near any ducts.
A large, partially jagged displacement. It is placed much higher than the remaining "debris" is.
Two sets of
logic_choreographed_scene entities, one with two
- There's a turret around the corner up ahead.
- You can try to knock it over with a grenade if you have any left.
A doorway that leads to nowhere. Its entrance is directly behind where a vending machine and recycle bin is in the final.
func_physbox vent covers.
A displacement-based "destroyed" wall, which is more open than the final counterpart.
ai_relationships which tell Alyx to hate an unspecified target.
A displacement near an
Trigger that tells Alyx to stop moving forward, and follow the player.
phys_lengthconstraint. It was presumably removed to fix a bug with the nearby rope.
A concrete wedge. It was likely replaced by the more visually interesting half-collapsed wall.
unused model struts
Some slightly different struts on the strutted walls.
wood door planks
Some wooden plank props placed on the door leading to the maintenance area.
second turret debug
ai_relationships telling "turret_buddy" to hate Combine soldiers, manhacks, and like Alyx and the player.
A, as you may have guessed, unused landing placed in the largest maintenance room. It has its own ladder for getting up on to it.
_turret battle railings
Two sets of railings on the platforms leading to the stairwells outside the first "defense" room.
Two pipe props in the damaged stairwell.
trigger_once that activates "logic_enable_behind_field".
A single func_areaportal that is open by default. It has no inputs or outputs.
light_spots in Mossman's room.
|HL2 - Unused Visgroups||Next section:|